User information for NetHead

Real Name
NetHead
Nickname
NetHead
Email
Concealed by request - Send Mail
Description
Homepage
Signed On
February 3, 2010
Supporter
-
Total Posts
992 (Graduate)
User ID
55500
Search For:
Sort Results:
Ascending
Descending
Limit Results:
 
992 Comments. 50 pages. Viewing page 1.
Newer [  1  2  3  4  5  6  7  8  9  10  11  12  13  14  15  16    50  ] Older
4.
 
Re: Game Reviews
May 21, 2019, 15:14
4.
Re: Game Reviews May 21, 2019, 15:14
May 21, 2019, 15:14
 
Creston wrote on May 21, 2019, 14:32:
jdreyer wrote on May 21, 2019, 14:02:
NOLF still not available for purchase.
I know, it sucks. I would gladly repurchase them from GOG.


http://nolfrevival.tk/

7.
 
Re: Morning Tech Bits
Feb 4, 2019, 18:38
7.
Re: Morning Tech Bits Feb 4, 2019, 18:38
Feb 4, 2019, 18:38
 
Creston wrote on Feb 4, 2019, 16:19:
I tried irfanview but it crashes on my Win10 install. Guess I gotta go back to the drawing board to find something better.


XnView

FastStone Image Viewer

irfanview odd that it crashes there, I've never seen it crash not even with 400+ MB images (last I checked it was the most responsive for viewing large images)

I'd suggest using portable versions. Normally using XnView by default but it takes some time getting all the settings just right (all the better to have a portable version you can just backup once you have it the way you want).

3.
 
Re: Morning Safety Dance
Jan 31, 2019, 14:16
3.
Re: Morning Safety Dance Jan 31, 2019, 14:16
Jan 31, 2019, 14:16
 
jacobvandy wrote on Jan 31, 2019, 10:25:
I stopped answering calls from numbers I don't recognize years ago. Though I wouldn't mind an option for my phone to automatically chuck them to voicemail so I don't even have to be bothered by the pop-up or missed call notification.

My eight year old Android has been doing this almost since I got it. Can create lists/groups for numbers and how to handle them.

If a private/hidden number calls me it rings on their side but I don't even know it happened unless I check the logs, could stop them being logged as Missed Calls but it helps give an idea of how many there have been. No doubt there's even better software available today.

As for the landline it's on mute with a flashing light, don't remember the last time anyone answered that.

9.
 
Re: Subnautica: Below Zero Early Access Next Week
Jan 26, 2019, 22:01
9.
Re: Subnautica: Below Zero Early Access Next Week Jan 26, 2019, 22:01
Jan 26, 2019, 22:01
 
Creston wrote on Jan 26, 2019, 14:51:
I'm thinking of playing Subnautica next once I'm done with God of War. Yes / no?

If you like survival games, forms of base building, and exploration, then absolutely, it's great. Unless you really hate those aspects then it's still worth giving a go even if survival isn't usually your thing.


Though I would strongly suggest looking into some mods, I remember there being one for larger containers and one for auto sorting things you find into containers (it even helps with crafting because sometime you need to make one item before being able to make another so the mod allows you to skip the intermediate crafting steps) this helps you skip so much time sink, inventory management.


Also reminds me of some surprisingly entertaining videos about the game
https://www.youtube.com/playlist?list=PL1Uou2DWH7IHDDB32JmLzFALyBNX_4gXc
25.
 
Re: Can You Actually See Ray Tracing?
Jan 16, 2019, 10:38
25.
Re: Can You Actually See Ray Tracing? Jan 16, 2019, 10:38
Jan 16, 2019, 10:38
 

WaltC wrote on Jan 15, 2019, 11:25:
Rasterization is what all 3d GPUs are built to do--and what is it? It's simulated ray-tracing, essentially...;) Rasterization is the attempt to simulate the visual results of actual ray-tracing, but in an incredibly tiny amount of the time that actual ray-tracing takes.

I agree with most of your sentiment and what you're saying, it's hard not to since it's mostly factual. Though I wouldn't call raytracing in consumer hardware a gimmick.

It does have some great potential even with the currently available hardware. Though it will likely surprise some that this potential is in audio and not visual.

Sound propagation through environments and even substances could add a lot of depth to games, imagine a stealth game where sound bounces down a corridor and around the corner, gets muffled by closing a thin door or outright culled by closing a thick door. This obviously wouldn't be limited to a stealth game but it's a prime example, even a fast paced shooter could benefit, or how about a horror game.

All for a fraction of the performance impact that any slightly noticeable visual raytraced rendering would cost, for visuals "faking" things via rasterisation is the way to go, you simply get more for your silicone.

Though I can't help but wonder if raytracing hardware could be used on the visual side in a sense similar to audio, like perhaps to cheaply determine where some volumetric light (real god rays) should be located but otherwise rendering them in a cheaper typical way.


Just to spew out a quick thought, basically it might be worth looking at it, and using it, as a hardware accelerated expansion to PhysX (or equivalent) rather then using it to do actual rendering. People often find cleaver uses for things other than its intended purpose.

11.
 
Re: MechWarrior 5: Mercenaries Special Editions
Jan 9, 2019, 09:20
11.
Re: MechWarrior 5: Mercenaries Special Editions Jan 9, 2019, 09:20
Jan 9, 2019, 09:20
 
Hump wrote on Jan 8, 2019, 20:36:
...Frankly, Id prefer to have something I can jump in and out of after a days work without having to manage a bunch of components 'n shit.


Then you don't want a MechWarrior Game.

4.
 
Re: Morning Mobilization
Jan 5, 2019, 17:16
4.
Re: Morning Mobilization Jan 5, 2019, 17:16
Jan 5, 2019, 17:16
 
Tom wrote on Jan 5, 2019, 15:50:
It would be a lot easier to compare images in that slideshow if it didn't flash white every time you switch images.

Cool stuff though.

No slideshow here, just open the images in separate tabs and switch between them for comparison.

Though it's worth noting whoever took those screehots is full of shit as the "before" ones are the game on low/lowest detail levels.


Also the mod apparently may conflict with the Max Payne soundpatch for newer versions of Windows, in which case it wouldn't be worth it.




jdreyer wrote on Jan 5, 2019, 14:57:
That's pretty cool. Wonder what it could do for something like Quake 2

May be worth having a look at Quake 2 XP.

Did that a while ago, adding The Reckoning, Ground Zero, Zaero, music, HD Monster Skins, tweaked everything (which reminds me, <set cl_blend "0"> if you don't want to be annoyed underwater), than packed that into a new installer. Was fun going through it again and nice to know it's ready to go next time I get the itch.

I often do this for some older games I like, the one with the best results visually I'd say was Doom 3, impressive what that can pull off even today.

https://images2.imgbox.com/ca/06/0UkXAZay_o.jpg
http://imgbox.com/g/XWsAyvscZr




4.
 
Re: MechWarrior 5: Mercenaries in September
Dec 2, 2018, 12:49
4.
Re: MechWarrior 5: Mercenaries in September Dec 2, 2018, 12:49
Dec 2, 2018, 12:49
 
Wow that was a bad video, I've seen better presentations by primary school kids, nevermind mods or game studios.


As for what it reveals about their direction, where to begin...
3.
 
Re: Here is what Borderlands originally looked like...
Nov 5, 2018, 14:16
3.
Re: Here is what Borderlands originally looked like... Nov 5, 2018, 14:16
Nov 5, 2018, 14:16
 
Here is what Borderlands originally looked like...

...before Randy "compulsive liar" Pitchford decided to completely rip off CodeHunters

CodeHunters video


4.
 
Re: Evening Interviews
Oct 18, 2018, 09:24
4.
Re: Evening Interviews Oct 18, 2018, 09:24
Oct 18, 2018, 09:24
 
DrEvil wrote on Oct 17, 2018, 21:54:
dubfanatic wrote on Oct 17, 2018, 20:31:
Oh you naive COO. It doesn't matter if you don't want to, the mob will force you to.

Many creative projects (software, games, etc.) clearly represent the politics and bias of their creators in some form. That's normal and it's perfectly fine. In fact, it's so common in non-entertainment software there's a law for it, "Conway's Law":

https://en.wikipedia.org/wiki/Conway%27s_law

In short, software projects frequently reflect the organizations that produce them.

Sure, a game like pong or something along those lines is arguably "apolitical", but as soon as you involve any sufficient amount of artwork or writing, politics are definitely involved, and the work represents that.

That is fine, to an extend. What many have a problem with, including myself, is when someone deliberately creates content around or even for the purpose of pushing their personal/political agenda and injects it into the entertainment. Essentially turning what is meant to be entertainment and escapism into their own little soapbox where no-one can reply.

Then they get all pissy when they get backlash or even negative feedback elsewhere, sometimes even playing a victim to some "hate group", regardless of the arguments being made and often using extreme examples (which are in such short supply on the internet) to further them being some kind of victim.


17.
 
Re: Blizzard
Oct 18, 2018, 09:14
17.
Re: Blizzard Oct 18, 2018, 09:14
Oct 18, 2018, 09:14
 
Cram wrote on Oct 17, 2018, 19:25:
The Diablo hypetrain has gotten a bit out of control around the Internet - speculation is rampant and ridiculous. There is a growing divide forming in the fanbase, and it's hilarious. D1 remake vs D2 Remake vs D4 etc. It's good Blizzard posted this to curb expectations a little bit for Blizzcon.


Blizzard wrote:

we currently have multiple teams working on different Diablo projects

Oh yes, they really came out and put a stop to that. Not at all feeding it for their own good in a way so clich├ęd you can find parodies of such things, including in old games.

5.
 
Re: Saturday Patches
Oct 13, 2018, 20:37
5.
Re: Saturday Patches Oct 13, 2018, 20:37
Oct 13, 2018, 20:37
 
wtf_man wrote on Oct 13, 2018, 20:05:

For nostalgia, I wouldn't mind playing a version that works on a modern OS and with modern resolutions, even with the legacy sprite world.


Using the DaggerfallSetup version it's fine, use the EyeOfArgonia as soon as you start, set the controls (defaults are horrific), tweak DosBox settings for visuals if you like, and you're good to go. DaggerfallSetup includes optional patches and extras. Though I'm not sure Daggerfall will ever be fully patched, there are probably even bugs people haven't yet found.

Still good fun.


I'm also looking forward to Daggerfall Unity, the view distance, resolution, and mods for textures and more all sound great. I'm just hoping they make a decent dungeon map because that's the worst thing about the original.

If you have an itch for some nostalgic Daggerfall give DaggerfallSetup a go, you will have problems as is the nature of Daggerfall, but well worth it and didn't take as long as I thought to play through.

Whatever version you try if you don't know character creation you really have to look into it, it's easy to be either overpowered or torturously gimped.


5.
 
Re: etc.
Sep 16, 2018, 20:21
5.
Re: etc. Sep 16, 2018, 20:21
Sep 16, 2018, 20:21
 

Saw a video for this a while ago and when I realised what it was all I could think is "What a waste of time, work, talent, etc."


If someone wants to play Fallout New Vegas they'll be better off playing Fallout New Vegas. Of course there are also loads of mods for it, locations, weapons and countless other items, NPCs and companions, quests, visuals, many aspects of gameplay and character development, even GUI customisation. Many of which are damned good and many I'm forgetting about, and then countless more.


Just like every other "old Bethesda game in newer Bethesda game engine mod" this is a waste of spent time, likely just to be used as an entry on a CV, if it's ever completed.


Even so they would be better off making their own game/story.

6.
 
Re: Underworld Ascendant in November
Aug 20, 2018, 19:50
6.
Re: Underworld Ascendant in November Aug 20, 2018, 19:50
Aug 20, 2018, 19:50
 
Jagacademy wrote on Aug 20, 2018, 12:46:
Aside from being set underground, this doesn't look anything like Underworld.

I had lost interest in this before they released screenshots, though once they did it completely destroyed any hope of getting a new Underworld game, or even something along those lines.

The Underworld games were quite impressive even technically, though the games themselves seem to fall apart near the end, still would have been nice to see a third part in the series.


Creston wrote on Aug 20, 2018, 17:37:
Yeah, it's a damn shame that this had to turn into a budget title, because it really badly shows.

On the flipside, it's 30 bucks, so I'll probably bite.

These days there's a higher portion of budget titles being good games than ever before, the vast majority not even having the luxury of an existing fanbase or franchise name.

What we're seeing here is all on the developers, who apparently have no interest in making an Underworld game, but have no qualms about using the name for attention (and Kickstarter money).
15.
 
Re: Monster Hunter: World PC Date and Specs Monday
Jul 7, 2018, 22:46
15.
Re: Monster Hunter: World PC Date and Specs Monday Jul 7, 2018, 22:46
Jul 7, 2018, 22:46
 
Announcements about future announcements are useless garbage. Perpetuating it isn't doing anyone any favours



Monster Hunter World PC minimum requirements
Processor: Intel Core i5 4460 @ 3.2GHz
RAM: 8GB
GPU: Nvidia GeForce GTX 760
HDD: 25GB free space
OS: Windows 7, 8, 8.1, or Windows 10

Monster Hunter World PC recommended requirements
Processor: Intel Core i7 3770 @ 3.4GHz
RAM: 8GB
GPU: Nvidia GeForce GTX 1060
HDD: 25GB free space
OS: Windows 7, 8, 8.1, or Windows 10


45.
 
Re: PUBG vs Fortnite Lawsuit
May 29, 2018, 19:59
45.
Re: PUBG vs Fortnite Lawsuit May 29, 2018, 19:59
May 29, 2018, 19:59
 
Sepharo wrote on May 29, 2018, 17:16:
Not a single person in here has touched on the specific "copied" aspects that are likely to come up in the case.

Beyond the 100 player, large map, random looting, last-man-standing, BR genre...

-map displaying upcoming in-bounds "circle" and shrinking out-of-bounds circle
PUBG: https://i.imgur.com/7kUEMW6.jpg
Fortnite: https://i.imgur.com/T90ALL2.jpg
when in the out of bounds circle the player takes increasing damage depending on the game phase

-players are flown over the map in a randomized straight line on a plane (flying bus in Fortnite), they then parachute out and guide themselves to the ground
PUBG: https://i.imgur.com/Am6pLm9.png
Fortnite: https://i.imgur.com/bgz3Ex6.jpg
PUBG: https://i.imgur.com/1CCcGZi.jpg
Fortnite: https://i.imgur.com/ruZwMIm.jpg

I'm not saying any of these are strong enough to build a case on... but that y'all are missing the mark on "you can't copyright a last-man-standing DM" or talking about art assets and other such things.
There are very specific mechanics that PUBG can make a reasonable claim to seeing as how they hired the creator who first brought about these mechanics in the ARMA 2 mod-of-a-mod DayZ: Battle Royale, and then licensed those ideas to H1Z1 for their King of the Hill product. Case has a lot of parallels to the Valve-hired DOTA mod makers vs LoL etc. etc. situation that went down.



Bullshit.

Nothing in PUBG is new or revolutionary, especially including the supposed example screenshots given.

Parachuting into a game world, oh yes real original. Random spawn point, utterly unheardof.

Circles on a map, oh my goodness gracious I've never seen this anywhere, not even in real life nevermind games which use such things to show map boundaries which when crossed have often drained health with a warning, outright killed the player, or just had a correlating invisible wall.

The only original thing PUBG has done is trying to turn their nonsense into a court case with the, however remote, potential to have massive negative consequences on games in the future. If the kind of precedent existed that PUBG/Bluehole is trying to make, they would never have been able to become a business and certainly not create their game.

As for any nonsense about Epic "stealing" improvements made to the Unreal engine while helping someone use their engine, further improving/tailoring their engine for said client. Maybe some should check if there's lead in their water supply because I honestly can't bare the thought of having to explain this one any further.

15.
 
Re: Morning Tech Bits
Oct 31, 2017, 12:52
15.
Re: Morning Tech Bits Oct 31, 2017, 12:52
Oct 31, 2017, 12:52
 
RedEye9 wrote on Oct 30, 2017, 13:39:
jdreyer wrote on Oct 30, 2017, 13:29:
Rhett wrote on Oct 30, 2017, 10:52:
That is hilarious if true (Denuvo). Denuvo's gonna put itself out of business...


What's the over/under on when it gets cracked? The last few Denuvo protected games have taken a day or so, but no crack so far.

Denuvo is still running even after it's cracked so cpu usage would not change.


Seen this nonsense in so many places. One would think even common sense would be enough to come to a reasonable conclusion, so much for that.

It would depend entirely, and obviously, on how the DRM is being circumvented.

Some will fool it (meaning it is till present, active and running). Some will bypass it (meaning it's present but never executed, never active, never does anything, may as well be commented out code as it's jumped/skipped over, it is not running on the system and obviously nor does it require any of the DRM services to be present/running etc). Some will outright remove it.

The performance difference would depend on the circumvention method and performance impact of the DRM to being with.



Verno wrote on Oct 30, 2017, 15:56:
It's VMProtect + Denuvo so no one knows, going to require more time than usual I suspect.

Denuvo used to include VMProtect, essentially nothing new here.

9.
 
Re: Morning Tech Bits
Jun 28, 2017, 21:29
9.
Re: Morning Tech Bits Jun 28, 2017, 21:29
Jun 28, 2017, 21:29
 
eRe4s3r wrote on Jun 27, 2017, 18:26:
NetHead wrote on Jun 27, 2017, 18:04:
HoSpanky wrote on Jun 27, 2017, 16:06:
If AMD can keep this up, maybe Ryzen CAN compete with the I7. Im still leaning Intel for my next build, but this is promising. Games in general still rely on higher speeds, fewer cores. If/when that changes, I'll be switching to AMD.

A big help toward that would be getting Unreal and Unity onboard with engines focused on using as many cores as possible.

The thing in, that often small performance advantage hardly ever makes a difference. Virtually everyone plays games with framerates capped at some number, as you should, and unless you're struggling to reach that framerate number that extra performance isn't doing anything. Unless it brings you over that threshold it's a price premium that isn't actually doing anything.

So in game X one CPU can push 160FPS and the other CPU 180FPS, what's the point if your monitor is a 144Hz, or even lower. What's been gained by going for that extra performance and cost. Meanwhile there are other uses which don't suffer in this regard. Compression/decompression, encoding/decoding, general PC multitasking, a world of things that don't have that "cap" and easily benefit from more cores.

Yeah, I'd say install Kerbal Space Program and learn the hard way that frame-rate and sim-rate are 2 things you WILL care about in some games, Planet Coaster, Cities Skylines also come to mind (great FPS, shit sim-rate because everything simulation wise hangs up on 1 thread that sits on 1 core and really needs that 1 core 100%)

While frame-rate is needless above a certain value, sim-rate is latency based, meaning more power = less latency = more sim = more latency. You can never have too many or too fast CPU cores in games that simulate something.

5 times faster CPU cores would mean 5times bigger Cities Skylines map, and instead of a 300 part ship, we could fly a 1500 part ship. Which would be huge, we could suddenly instead of allowing more than 500 parts simulate pressure phenomena, liquid flow calculations, exhaust-gas-behaviors etc.

And especially KSP and Cities Skylines would be depending on Unity making MT easier, more supportive and faster.

So you got it entirely wrong. CPU's have no bearing (beyond a point) on frame-rates, they make however all the difference in the world when you have a SIMULATION rate that you need to keep BELOW the frame-latency otherwise the simulation rate slows down. Meaning what is 1 second of simulation now happens in 2 seconds of real-time.

Frame-rate literally never caps simulation rate in games, in fact in most games that aren't coded by braindead idiots (aka console ports) frame-rate and simulation-rate are disconnected. The reason games don't increase in complexity is that simulation-rate performance of CPU's has not increased substantially until Ryzen 1600 and 1800 released.

"Yeah" First of all nothing you've said disqualified what I said or the point made. You've merely added another consideration, which is perfectly fine though would be better if accurate. So I'm curious as to where you're pulling such condescension from, I often feel obliged to return favours.

Otherwise I understand what you're saying, or trying to since you seem to lack the technical knowledge to articulate it. So I'll just go with it, from your CPU which is 5 times faster (which is also more mythical than hypothetical until you care to point to competing CPUs where one is so incredibly faster) to your technical pseudonyms.

Speaking of, "sim rate" can and does run into a "cap" similar to what I mentioned in framerate. If there's enough performance to get it fast enough the rest of the available performance is wasted in that instance in regard to that task, nevermind any further "premium" performance. Not only can it and does it, it hitting this "cap" is virtually always deliberate and something that needs to be painfully managed. Playing a rare old game which doesn't manage it you can watch a timer count through minutes in a few seconds. This is something that is strictly controlled and an utter screwup when it isn't, for very many reasons.

In words of Inigo Montoya "that word, I do not think it means what you think it means" literally. Perhaps at least look into things a little before dropping "literal" snark bombs. Framerate can and sometimes (wait for it) literally does limit sim rate (I'm dropping the quotation marks, you're welcome).

One of the reasons for doing this, relates to what I mentioned before about strictly controlling the sim rate and furthermore the use of the word "painfully" because controlling it is far from the easiest thing in the world. Linking sim rate to framerate, then limiting framerate is an easy way of,,, limiting/capping/controlling your sim rate. This has been done in both old and new games, it's not a great practice or good way to go about things and there are far to many games that suffer and annoy due to limiting their sim rate in this way. In such games removing the framerate may not only effect he sim rate but can result in things like breaking physics simulation. (at this rate this sim rate is going to give me a nervous "tick")

So the fact, that sim rate is and should be limited, strictly managed, is in fact an example that goes hand in hand with the point about framerate. As when the performance available exceeds what's needed that performance is not being used, / wasted.

I haven't forgotten about the 5 times faster competing CPU and even if it were to materialise it wouldn't matter, and not simply because sim rate is something that's limited. Games need to be designed with some form of lowest common denominator in mind, or rather many including performance. Such intrinsic design elements are limited by that, that's one of the reasons console ports got such vile thrown their way from the original Xbox days. Just because some have better hardware doesn't mean they're going to design and make games to fully utilise it thus excluding the vast majority from being paying customers.

Having a 5 times faster CPU in gaming would have a single standout aspect, a hell of a lot of wasted and untapped performance. While if everyone had a 5 times faster CPU, well then it wouldn't be 5 times faster because they would all be the same speed.

Single core CPU performance may truly be coming to a climax, Moore's Law will end (or it will "eat the universe" as Bob Cowell points out with his usual tongue in cheek). The whole drive behind multi-core and multi-threading is necessity and there's a distinct possibility that if devs want 5 times the performance over today's CPUs they may be forced to properly use multi-threading baring a paradigm shift in the technology.

Also sim rate as pointed out is managed/controlled, it is not latency based or latency limited. When talking about latency in regards to CPUs it's going to take a hell of a lot of reading to come to terms with it, if one ever truly does they may as well move on to cache coherence.


15.
 
Re: Morning Crowdfunding Roundup
Jun 28, 2017, 18:45
15.
Re: Morning Crowdfunding Roundup Jun 28, 2017, 18:45
Jun 28, 2017, 18:45
 
LittleMe wrote on Jun 27, 2017, 15:23:
Then maybe, depending on the crime, some sort of stigma or record. Maybe a brand on the forehead of 'scammer' to warn others.

I think that's a load of crap. Once dues have been paid that's it.

Some kind of stigma or ostracising isn't a deterrent and hinders rehabilitation and reintegration into society which in turn encourages illegal activity, most likely the activity which started it all since the person is already familiar with it.

It's stupid and counter productive.

If you make it hard for a conartist to get a job what do you think they're going to turn to.................

/HomerFacePalm
7.
 
Re: Morning Tech Bits
Jun 27, 2017, 18:04
7.
Re: Morning Tech Bits Jun 27, 2017, 18:04
Jun 27, 2017, 18:04
 
HoSpanky wrote on Jun 27, 2017, 16:06:
If AMD can keep this up, maybe Ryzen CAN compete with the I7. Im still leaning Intel for my next build, but this is promising. Games in general still rely on higher speeds, fewer cores. If/when that changes, I'll be switching to AMD.

A big help toward that would be getting Unreal and Unity onboard with engines focused on using as many cores as possible.

The thing in, that often small performance advantage hardly ever makes a difference. Virtually everyone plays games with framerates capped at some number, as you should, and unless you're struggling to reach that framerate number that extra performance isn't doing anything. Unless it brings you over that threshold it's a price premium that isn't actually doing anything.

So in game X one CPU can push 160FPS and the other CPU 180FPS, what's the point if your monitor is a 144Hz, or even lower. What's been gained by going for that extra performance and cost. Meanwhile there are other uses which don't suffer in this regard. Compression/decompression, encoding/decoding, general PC multitasking, a world of things that don't have that "cap" and easily benefit from more cores.
992 Comments. 50 pages. Viewing page 1.
Newer [  1  2  3  4  5  6  7  8  9  10  11  12  13  14  15  16    50  ] Older